> When you don't have enough, he'll say:
> "Stop, you still need #cevalue emeralds to pass here!"
>
> Ain't that a nice idea?
That's indeed a good idea!
Wouldn't be too hard to add, in fact...
Search found 3360 matches
- Mon Jan 16, 2006 5:05 pm
- Forum: New Ideas
- Topic: Envelope script
- Replies: 14
- Views: 14771
- Mon Jan 16, 2006 5:03 pm
- Forum: New Ideas
- Topic: CE change ideas
- Replies: 11
- Views: 12333
- Mon Jan 16, 2006 4:30 pm
- Forum: Bug Reports
- Topic: emerald from nut rolling from steel wall
- Replies: 3
- Views: 4911
- Sun Jan 15, 2006 6:47 pm
- Forum: Programmer's Corner
- Topic: VisualC support and more
- Replies: 7
- Views: 19274
Finally had a look at rndTest-0-4 -- I'll try to add at least those changes to enable VisualC compilation. (A nice thing would be a patch file against 3.1.1 or 3.1.2 that only contains those changes needed to compile with VisualC, but without all other changes... But no big problem to find this out ...
- Sun Jan 15, 2006 6:34 pm
- Forum: New Ideas
- Topic: CE change ideas
- Replies: 11
- Views: 12333
> -CE Change when player is horizantally/vertically aligned. Theoretically possible, yes. Can't think of any good use, though. :-) > That diagnol movement is gonna be available right? Aren't we gonna > make the android? Yep, right. > So why don't we make that available for a CE? It's not yet availab...
- Sun Jan 15, 2006 6:18 pm
- Forum: New Ideas
- Topic: Envelope script
- Replies: 14
- Views: 14771
- Sun Jan 15, 2006 6:06 pm
- Forum: New Ideas
- Topic: Ideas for Rocks'n'Diamonds
- Replies: 8
- Views: 11321
> Please remember that many levels rely on the 17x17 visible playfield That's right. Needed for custom artwork (like Jue's menu backgrounds), but also for the levels themselves! I think the best solution is a setup option to allow overriding this, just as there is an option for overriding custom art...
- Sun Jan 15, 2006 6:02 pm
- Forum: New Ideas
- Topic: Allow more than 1 change at 1 frame - Choice.
- Replies: 3
- Views: 8257
Well, the solution with maximal flexibility would be to let this be configured for each CE change page, but that's probably a bit too much for most people and purposes. Besides if this would be done per level, per CE or per change page (and besides how the default behaviour would be), there are a fe...
- Sun Jan 15, 2006 5:46 pm
- Forum: New Ideas
- Topic: Editable custom element descriptions
- Replies: 8
- Views: 11309
- Sun Jan 15, 2006 5:42 pm
- Forum: New Ideas
- Topic: Delete element
- Replies: 5
- Views: 8226
- Sun Jan 15, 2006 5:38 pm
- Forum: New Ideas
- Topic: Dynablaster objects
- Replies: 1
- Views: 4488
Yes, a good idea to complete the Dynablaster style elements! I would have to play it again to see which elements are also missing... The reason why I did not really try to add all elements is that some elements are not really compatible with the R'n'D engine. Especially those enemies come to my mind...
- Sun Jan 15, 2006 5:28 pm
- Forum: General Discussion
- Topic: looking for dx-diggem
- Replies: 26
- Views: 33952
> I'm freaked by the Amiga games, and i'm planning on importing them > once the EM engine is fully complete... No need to do that -- the new EMC level collection is nearly ready (and will probably be released together with the final 3.2.0). My script that automatically creates this level collection ...
- Sun Jan 15, 2006 5:04 pm
- Forum: Off Topic
- Topic: RND site copy.
- Replies: 2
- Views: 4335
- Sat Jan 14, 2006 2:20 am
- Forum: Level and Artwork Design
- Topic: Combos - a level with a 4 digit exit
- Replies: 5
- Views: 6472
> Well, Holger beats me with a noticeable gap... look at *his* posting times Oops... Well... I should go to bed now! ;-) > and - tell me that I'm a silly person - I like a lot the fact that we know each > other by name. You're not silly! -- I think the same about it! (I also don't like forums/groups...
- Sat Jan 14, 2006 2:06 am
- Forum: Level and Artwork Design
- Topic: Parallax scrolling
- Replies: 7
- Views: 8314